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Virtual Reality, Interactive Movies, and Video Games
Controlled by Prescriptive Brain Mapping
James V. Hardt, Ph.D.
The rapid advance of technology has given video
game designers tools of almost unimaginable power: high speed computer
graphics chips flash millions of bright colors on a screen in a
fraction of a second, digital compression techniques squeeze a
complete encyclopedia onto a single compact disk, and simulation
techniques immerse players in a 3-D world of illusion. Advanced
Virtual Reality, interactive movies, and video games benefit from
having multiple alternative scripts or scenarios that can be played
out, based on the interactive choices made by the user or player or
viewer. Choices are made in the mind of the user, but typically are
only communicated to the operating software through the crude
technology of coarse motor movements of joy sticks, push buttons,
levers, knobs, mice, track balls, etc.
This mismatch in bandwidth between the organ of
choice [the brain] and the communication device [joysticks or push
buttons] dramatically limits a large family of important parameters of
the communication process. Among the limitations are limitations in
the time delay of registering choices, limitations in the number of
choices that can be registered simultaneously (or in a short time
period), limitations in the amount of information that can be
communicated by each choice, and limitations in the subtleties and
nuances of motivation and interest on the part of the user that can be
registered through each choice. In addition, no one has yet found a
way to make video games and interactive entertainment broadly
attractive to the people who consume the biggest share of books,
movies, and television drama, namely adult women.
All these problems can be solved readily by
Prescriptive Brain Mapping techniques, which can sense and respond to
the user's thoughts, feelings, and intentions without the need for the
user to speak, press buttons, or jiggle a joy stick. In addition the
script can unfold and characters can behave in ways uniquely suited to
each viewer's mood of the moment, because the Prescriptive Brain
Mapping techniques can accurately determine the subtleties of changing
moods and can alter the actions and the story line appropriately.
Characters can be synthesized and can be made to evolve through
morphing techniques to suit the subtleties of each viewer's
preferences for height, weight, sex, coloration, voice pitch,
behavior, character, and personality. By being able, for the first
time, to rapidly and accurately determine, through Mapping of Brain
Archetypes, what each viewer or player wants in each moment, the
interactive entertainment medium will be able to offer previously
unimaginable levels of satisfaction and enjoyment. Examples of
effective implementations will be described.

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